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Last Embers is by far the best card in the game as far as I can tell. Nevertheless, the game was fun.   Beat it with a rogue focused on repeatedly using the Fan of Flames, skipping most discoveries other than Last Embers,  Kunai Storm was also good, though taking damage at EoT from thorns on each attack card was an unfortunate surprise, given that the shields from ability cards don't seem to happen on EoT discards.  

The Son attacking very infrequently made him much easier than normal combat encounters.  I'm not sure if this is an AI issue-- he seemed to want to spend a turn crying salt every time I lit him on fire, which was like every other turn so that may have been the problem.  Salt buildup could have been an issue, but incinerate is pretty common in the fan discoveries and I don't know how you would have a reliable source of fire damage without the fan-- everything else the rogue gets at least has expend.

Last embers+2xRummage+ Upgraded Sleight of Hand+Rogue's Shiv+Ace in the Sleeve+Incinerate is pretty much an infinite loop once your deck in small enough from expending cards.

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Thanks for playing the game and taking the time to leave a comment. It's cool to see that you were able to build a nice synergy using bonus card pool from an event.

Regarding The Son enemy enemy I agree it is probably quite easy even containing the full moveset - which I think in this build/version of the game two abilities are missing some functionality. The turn that adds a Salt card also applies another trap card Burn (which applies stacks of burning to the player if in hand during at the end of turn), and the other non-attacking turn purges some amount of negative status effects and gives him stat buffs. Despite this, the enemy still feels easier than some of the earlier swarms, so balancing is certainly something that needs a lot of work.

There is a actually a bug when it comes to cards which draw cards in that a card can draw itself when played, this means that infinites which should require at least two cards to cycle are actually possible to do with just one zero cost card (oops). But your combo sounds great. I am working on rebuilding the game from scratch top down to address this major bug.

Last Embers is definitely a strong card, even more so when discovered via the Fan of Flame. I could see some part of it being nerfed in future, e.g. the card draw. Righteous Nova from the Warrior card pool is definitely on the list too!

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Coming back, this is a really nice game. Would benefit a lot from an in-game enciclopedia and a quick restart button thou

Nice idea, but the differences within the classes weren't very clear and it's a bit frustrating how there is (aparently) no way to prevent damage from posoning

Other than that good game

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Thank you for playing and leaving a comment! You are correct that there is no way to prevent damage from poisoning - which can lead to some deadly encounter e.g. if rolling 3x Spider. Poison effect can be cleansed (there are some cards that cleanse all or specific negative statuses), or prevented by having stack of 'Safeguard' status - which will block an application of negative status or stat debuff.


How the individual classes will play out is of course dependent on card choices offered/made as battle rewards, but generally speaking:

  • Warrior
    • Access to good strength / toughness / vitality scaling - this leads to generally more damage, shield and healing
    • Passive effect provides some shield at start of combat, making first turn potentially less punishing
    • Access to good variety of debuffs to apply to enemy, as well as shield removal
  • Rogue
    • Access to high amounts of poison damage, giving good scaling damage
    • Strong discard synergies and good card draw
    • Access to multiple cards that grant damage mitigation
    • Passive provides card selection at start of combat
  • Wizard
    • More chards with a 'chaotic' (random) nature, but with various synergies - volatile cards / expend
    • Arcane card synergy - arcane cards are ones which cost mana - there are a number of cards which reward playing lots of Arcane cards - conversely, if using this strategy more mana regeneration cards are also needed
    • Risk/reward - generally Arcane cards have higher output compared to a similar card, e.g. Magic Sword vs Slash - however if a deck has no other damage sources and mana is not managed well Arcane cards actually expend if drawn with no mana

I will need to start a dev log to talk about these subjects more and explain some of the slightly obtuse / hidden mechanics.


Thanks again for trying!

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Wizard gameplay demo.